It is a good idea in theory, but the problem would be then giving full DPS sorcerers any true DPS. They wouldn't have any, instead they would just be using explosion and just throwing fireballs since they have no other attacks in their tree to use. They would never survive in colosseum, and couldn't do anything besides support meaning that leveling up would be a pain without a friend.
That's basically not true. What is a Varetyr Spear other than a Lightning Bolt with more damage and another visual animation?
And this is the whole point here!
Let's assume that a Seal Explosion on a lightning seal would cause the next 3 lightning spell to be casted in a very quick succession? Then, you would fire a volley / salvo of 3 Lightning Bolts, summing up to 915% damage or a Thunderstorm for 716% damage. Assuming a 30sec cooldown for the Seal Explosion, you would have 2 good "finisher" even suitable for colo.
All in all, every "basic spell" can be upgraded to be a finisher, either by increasing damage, casting speed or adding powerful side-effects. And this is what a Sorcerer could do.
Beside that, you don't need to have a powerful finisher to be good in colo. As a Ranger (before AoV I admit), you could simply run around, casting poison arrow, impact arrow and maybe some charge arrows from time to time. Your "finisher" was a serie of double strafings. Nothing else needed. Vulcan Arrow wasn't that good and Falcons powerful, but quite slow.
You can do the same thing for other spells // elements // seals as well.
Fire Bolt - better starts at 0.5sec casting time
Fireball - has an impact radius instead
Seal Explosion - no casting time for Firebolt; more damage for Fireball (includes burn damage)
Cold Bolt - better starts at 1.0sec casting time; slows & deals minor DoT over time
Frost Diver- immobilizes; major DoT
Seal of Ice - replaces Seal of Water; longer slow effect; more damage or less mana
Seal Explosion - Cold Bolt has chance to cause a free Frost Diver; Frost Diver gets more DoT and longer duration
Lightning Bolt - no DoT, better additional damage on crit.
Thunderstorm - I'd prefer the "CoA Lightning here"
Seal of Lightning - more damage on crit. Chance to stun on crit.
Seal Explosion - Casting a volley or maybe extreme damage on crit.
Healing Wave - I would like to see an AoE heal over time instead
Soul Cleanse - Should actually work and be an AoE centered around you (no targeting)
Deluge - No increased max. HP
Seal of Water - /like the Earth Emblem now => better heal and heal over time chance
Seal Explosion - further Improved healing & heal spells regenerate SP as well
Earth Shield - Immunity to crit. hits; maybe resistance vs. slow effects
Land of Recovery - no HP regeneration, but further increases all healing effects; minor damage reduction
Soul Bind - I'd like to see more levels that further decrease cooldown and prevents MP loss
Seal of Earth - grants a damage reduction
Seal Explosion - higher effect on all earth spells, especially the damage reduction
Teleport - as before
Levitation - replaced with powerful slow effect (a bit like earthworm or Shield Boomerang)
Seal of Wind - higher movement speed
Seal Explosion - Short boost in movement speed for all allies (like priest - Increased Agility now)
If there is room, you could implement a Whirlwind (similar to a Falcon attack)
So I believe this could be a very versatile class, well suited for colo (mainly ice, fire, lightning) and a very great support char (water, earth, wind)
If you remember the quest for your "prestige class" becoming a sorcerer, you had a time critical move mission, so it fits to be able to cast a Seal of Wind thereafter.
Plus the wizard actually wouldn't be able to truly utilitize those since he would either use fireballs to gain his fire ultimate or would instead freeze someone and use VS. In practical play it would really just be either a pve build or a pvp built, a hybrid built would be really poor as neither would do the other job as well, and taking away would really drain away from them.
When I play a Priest, I can either heal or deal damage. Whenever I stop healing and casting a Ray of Genesis during a boss fight instead, I might risk that someone dies. I also have to choose whether I prefer Holy Light or Heal. If I go hybrid (and I don't mean DPS+Reno here), neither will I get the full heal potential, nor a full dps potential.
Same can be true for Wizards. You OUGHT to choose whether you like to focus on Lightning spells, playing a highly mobile, fast casting character, choose Fire to become a "power yourself up with each cast" having also the best AoEs or focussing on Ice, becoming a master of control, where noone can ever get into melee with you.
To further improve the experience, you could implement that Fire spells remove the "protection against freeze" but also ending all other frost effects; whereas cold ends the "burn DoT". In this way, you could either focus mainly on one element, playing a "full fire" or "full ice" mage or go hybrid and ombine all 3 elements (freeze + shock and after freeze ends, burn to be able to freeze again), what would require a certain "cast order".
It would be wonderful to see Colo with this change, since a Firemage could end the Frost Diver of a Frost Mage, whereas the Frostmage could end the burning effect....
I still think just switching out aqua and frost nova will do both classes justice. It would allow for wizards to increase their DPS a slightly bit more and would allow for sorcerers to have a defensive skill and to be able to take out mobs. At the moment a sorcerer needs embus to really put some damage on a mob.
I can't really agree with your idea of swapping Aqua and Ice Nova. Currently, a Wizard has no water spells, whereas the Sorcerer has no frost spell after the Seal (in the Sorcerer skill list). Switching Aqua and Ice Nova would remove this simple design concept.
In my opinion, I see a Wizard more like a DPS class and the Sorcerer more like a versatility class. Having Ice Nova and the new "hit 10" Thunderstorm is pretty cool. Aqua on contrast, fit's more to the Sorcerer in my opinion. Like the DoTs for the Priest, Aqua can be a reliable source of damage if you've decided to play a Full-Support Sorcerer. Cast it once, heal thereafter. Getting Ice Nova instead, would be of no use.
So why not swapping Lord of Vermillion and Seal Explosion instead?
Then the Wizard would have both AoE Lightning spells for maximum use and full fun with Frost Nova; whereas the Sorcerer would even more be focussed on the "single-target, instant damage" concept.The current Seal Explosion fit's nicely as well. You won't have all the fire spells the Wizard hs, no Firestarter, no Pyromancy, etc. But you would get a temporary boost instead that adds more damage to fire spells and increases burn.... totally replacing the wizard counterparts.
Edited by Greven79, 31 January 2014 - 01:29 PM.